【踏碎凌霄提交】
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@ -1109,21 +1093,15 @@ MonoBehaviour:
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GameObject:
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m_ObjectHideFlags: 0
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@ -2233,6 +2233,7 @@ BATTLE_TYPE = {
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ARENA = 15, -- 竞技场
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XINJIANG = 16, --新将来袭
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XIAOYAOYOU = 18, --逍遥游战斗
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TASUILINGXIAO = 19, --踏碎凌霄
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BACK_BATTLE = 1000, -- 系统战斗回放
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}
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rankKingList={ [1] = { bgImage = "r_zjm_paihangbang_banner04_zh", name = Language[12096] ,rankType = RANK_TYPE.FIGHT_LEVEL_RANK,activiteId = 0,isRankingMainPanelShow = true},
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@ -40,6 +40,7 @@ TASUILINGXIAOREQUEST_ACTIVITYID_FIELD = protobuf.FieldDescriptor();
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TASUILINGXIAORESPONSE = protobuf.Descriptor();
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TASUILINGXIAORESPONSE_FIGHTDATA_FIELD = protobuf.FieldDescriptor();
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TASUILINGXIAORESPONSE_DROP_FIELD = protobuf.FieldDescriptor();
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TASUILINGXIAORESPONSE_DAMAGEVAL_FIELD = protobuf.FieldDescriptor();
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COMMITSHEJIACTIVITYITEMREQUEST_ITEMID_FIELD.name = "itemId"
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COMMITSHEJIACTIVITYITEMREQUEST_ITEMID_FIELD.full_name = ".rpc.protocols.CommitShejiActivityItemRequest.itemId"
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@ -353,11 +354,21 @@ TASUILINGXIAORESPONSE_DROP_FIELD.message_type = CommonProto_pb.DROP
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TASUILINGXIAORESPONSE_DROP_FIELD.type = 11
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TASUILINGXIAORESPONSE_DROP_FIELD.cpp_type = 10
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TASUILINGXIAORESPONSE_DAMAGEVAL_FIELD.name = "damageVal"
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TASUILINGXIAORESPONSE_DAMAGEVAL_FIELD.full_name = ".rpc.protocols.TasuilingxiaoResponse.damageVal"
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TASUILINGXIAORESPONSE_DAMAGEVAL_FIELD.number = 3
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TASUILINGXIAORESPONSE_DAMAGEVAL_FIELD.index = 2
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TASUILINGXIAORESPONSE_DAMAGEVAL_FIELD.label = 1
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TASUILINGXIAORESPONSE_DAMAGEVAL_FIELD.has_default_value = false
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TASUILINGXIAORESPONSE_DAMAGEVAL_FIELD.default_value = 0
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TASUILINGXIAORESPONSE_DAMAGEVAL_FIELD.type = 5
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TASUILINGXIAORESPONSE_DAMAGEVAL_FIELD.cpp_type = 1
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TASUILINGXIAORESPONSE.name = "TasuilingxiaoResponse"
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TASUILINGXIAORESPONSE.full_name = ".rpc.protocols.TasuilingxiaoResponse"
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TASUILINGXIAORESPONSE.nested_types = {}
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TASUILINGXIAORESPONSE.enum_types = {}
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TASUILINGXIAORESPONSE.fields = {TASUILINGXIAORESPONSE_FIGHTDATA_FIELD, TASUILINGXIAORESPONSE_DROP_FIELD}
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TASUILINGXIAORESPONSE.fields = {TASUILINGXIAORESPONSE_FIGHTDATA_FIELD, TASUILINGXIAORESPONSE_DROP_FIELD, TASUILINGXIAORESPONSE_DAMAGEVAL_FIELD}
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TASUILINGXIAORESPONSE.is_extendable = false
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TASUILINGXIAORESPONSE.extensions = {}
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@ -277,7 +277,7 @@ end
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-- 初始化
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function this.InitPanelData()
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this.dmg2:SetActive(fightType == BATTLE_TYPE.XINJIANG)
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this.dmg2:SetActive((fightType == BATTLE_TYPE.XINJIANG) or (fightType == BATTLE_TYPE.TASUILINGXIAO))
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if fightType == BATTLE_TYPE.GUILD_BOSS and fightType == BATTLE_TYPE.GUILD_CAR_DELAY then
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this.myDamage = 0
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this.myDamageLevel = 0
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@ -290,11 +290,11 @@ function this.InitPanelData()
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this.RefreshMyDamageShow()
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end)
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end
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elseif fightType == BATTLE_TYPE.XINJIANG then
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elseif (fightType == BATTLE_TYPE.XINJIANG) or (fightType == BATTLE_TYPE.TASUILINGXIAO) then
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boxList[1]:SetActive(true)
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this.myDamage = 0
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this.myDamageLevel = 0
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this.dmg2Text.text = "0%"
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this.dmg2Text.text = fightType == BATTLE_TYPE.XINJIANG and "0%" or "0"
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this.dmg2Progress.fillAmount = 0
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this.RefreshMyDamageShow()
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local list = RoleManager.Query(function (r) return r.camp == 1 end)
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@ -488,6 +488,8 @@ function this.ShowBattleResult(result, msg)
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UIManager.OpenPanel(UIName.BattleWinPopup, this, isBack, fightType, this.lastBattleResult)
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end
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end
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elseif fightType == BATTLE_TYPE.TASUILINGXIAO then
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this.ShowBattleResultByTaSuiLingXiao()
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else
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if result == 0 then -- 失败
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local haveRecord = BattleRecordManager.isHaveRecord()
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@ -590,6 +592,28 @@ function this.ShowBattleResultByMapFight()
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end
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end, 0.1):Start()
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end
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-- 踏碎凌霄结算界面特殊显示
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function this.ShowBattleResultByTaSuiLingXiao()
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-- 延时执行避免事件冲突
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Timer.New(function()
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local bestData, allDamage= BattleRecordManager.GetBattleBestData()
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if bestData then
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-- 胜利显示本场比赛的表现最好的英雄
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UIManager.OpenPanel(UIName.BattleBestPopup, bestData.roleId,bestData.skinId, bestData.damage, allDamage, function(_BattleBestPopup)
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-- 打开关卡奖励界面
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UIManager.OpenPanel(UIName.RewardItemPopup, CommonActPageManager.TaSuiLingXiaoMsg.drop, 1,function(isBackBattle)
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LogPink("isBackBattle "..tostring(isBackBattle))
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if not isBackBattle then
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if _BattleBestPopup then
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_BattleBestPopup:ClosePanel()
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end
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this:ClosePanel()
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end
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end, 7,true,true)
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end)
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end
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end, 0.1):Start()
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end
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-- 战斗波次变化回调
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function this.OnOrderChanged(order)
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-- body
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@ -660,7 +684,7 @@ function this.RefreshMyDamageShow(role)
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this.damageProgress.transform.localScale = Vector3.New(rate, 1, 1)
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elseif fightType == BATTLE_TYPE.XINJIANG and role then
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elseif fightType == BATTLE_TYPE.XINJIANG and role then--新将来袭
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local myDamage = this.myDamage-- *10
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local curLevel = 0
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local boxs={}
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@ -696,7 +720,42 @@ function this.RefreshMyDamageShow(role)
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Util.GetGameObject(boxList[i], "effect"):SetActive(true)
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end
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end
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elseif fightType == BATTLE_TYPE.TASUILINGXIAO and role then--踏碎凌霄
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local myDamage = this.myDamage-- *10
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local curLevel = 0
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local boxs={}
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local newHeroConfig = ConfigManager.GetConfig(ConfigName.NewHeroConfig)
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local bossData = role.data
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local curBossHp = role.data:GetData(RoleDataName.Hp)
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local maxBossHp = role.data:GetData(RoleDataName.MaxHp)
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local curPercent = (maxBossHp-curBossHp)*100/maxBossHp
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curPercent = curPercent > 0.01 and curPercent or 0.01
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this.dmg2Text.text = maxBossHp-curBossHp--myDamage--string.format("%.2f",curPercent).."%"
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local num = 0
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local actData = CommonActPageManager.GetData(ActivityTypeDef.TaSuiLingXiao)
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local boxs = ConfigManager.GetConfigDataByKey(ConfigName.NewHeroConfig,"Id",actData.activityId).ValueDropCell
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for i = 1, #boxs do
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local lastValue = boxs[i-1] and boxs[i-1][1] or 0
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if myDamage < boxs[i][1] then
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num = myDamage/(boxs[i][1] - lastValue)
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curLevel = i
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break
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end
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end
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this.dmg2Progress.fillAmount = num
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-- for i = 1, #boxs do
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-- if curPercent >= (boxs[i][1]/boxs[#boxs][1])*100 then
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-- if boxList[i+1] then
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-- boxList[i+1]:SetActive(true)
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-- end
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-- boxList[i].transform:SetParent(this.bar.transform)
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-- local t = i%5 == 0 and 5 or i%5
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-- boxList[i].transform:DOLocalMove(Vector3.New(math.floor(i/6)*-120,-329+t*100,0), 1.5)
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-- Util.GetGameObject(boxList[i], "effect"):SetActive(true)
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-- end
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-- end
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end
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end
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@ -1,6 +1,7 @@
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CommonActPageManager = {}
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local this = CommonActPageManager
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local dataList = {}
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this.TaSuiLingXiaoMsg = nil
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function this.Initialize()
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end
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@ -88,10 +89,9 @@ local TypeUpdateFunc = {
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for i = 1, #curData.rewards do
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for j = 1, #configData do
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if curData.rewards[i].missionId == configData[j].Id then
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table.insert(curData.rewards[i].otherData,configData[j])
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-- curData.rewards[i].otherData.Values = configData[j].Values
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-- curData.rewards[i].otherData.Reward = configData[j].Reward
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-- curData.rewards[i].otherData.Sort = configData[j].Sort
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curData.rewards[i].otherData.Values = configData[j].Values
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curData.rewards[i].otherData.Reward = configData[j].Reward
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curData.rewards[i].otherData.Sort = configData[j].Sort
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end
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end
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end
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@ -124,7 +124,6 @@ end
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--func 回调
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function RewardItemPopup:OnOpen(...)
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--LogGreen("isBackBattle = false")
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isBackBattle = false
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isPlayerAniEnd = true
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isOpenGeiSSRAvtivity = 0
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@ -148,7 +147,7 @@ function RewardItemPopup:OnOpen(...)
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this.btnBattleBack:SetActive(haveRecord and args[5] and BattleManager.GetLastBattleType() ~= BATTLE_TYPE.MAP_FIGHT and not GuideManager.IsInMainGuide() and not MapManager.Mapping)
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this.btnResultMax:SetActive(haveRecord and args[5])
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this.expeditionGo:SetActive(compShowType == 5)
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this.guildDeathPos:SetActive(compShowType == 4)
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this.guildDeathPos:SetActive((compShowType == 4) or (compShowType == 7))--十绝阵和踏碎凌霄
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this.guildTranscript:SetActive(compShowType == 6)
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this.guildCarDelay:SetActive(compShowType == 3)
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-- 设置背景遮罩的显隐
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@ -156,7 +155,7 @@ function RewardItemPopup:OnOpen(...)
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this.btnBack:GetComponent("Image").color = Color.New(0, 0, 0, isHideBG and 0 or 0.8)
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this.btnGoOn:SetActive(not isHideBG)
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if not drop then
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if compShowType == 3 and not drop then
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this.GuildCarDelayShow()
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this.guildCarDelay:SetActive(compShowType == 3)
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for i = 1, #itemListPrefab do
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@ -170,6 +169,15 @@ function RewardItemPopup:OnOpen(...)
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if compShowType == 6 then
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this.GuildTranscriptShow()
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end
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if compShowType == 7 then--踏碎凌霄
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this.TaSuiLingXiaoShow()
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if #drop.itemlist < 1 then
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for i = 1, #itemListPrefab do
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itemListPrefab[i].gameObject:SetActive(false)
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end
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return
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end
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end
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local starItemDataList=BagManager.GetItemListFromTempBag(drop)
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-- LogError("获取宝物的数量:".. LengthOfTable(starItemDataList))
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--做装备叠加特殊组拼数据
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@ -245,6 +253,24 @@ function this.GuildDeathPosShow()
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end
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end
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end
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--踏碎凌霄 挑战奖励掉落弹窗表现
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function this.TaSuiLingXiaoShow()
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if CommonActPageManager.TaSuiLingXiaoMsg then
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local curDmg = CommonActPageManager.TaSuiLingXiaoMsg.damageVal
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local maxDmg = CommonActPageManager.GetData(ActivityTypeDef.TaSuiLingXiao).value
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this.guildDeathPos_CurScore.text = curDmg
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this.guildDeathPos_MaxScore.text = maxDmg
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local b = curDmg > maxDmg or curDmg < maxDmg
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this.guildDeathPos_State.gameObject:SetActive(b)
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this.guildDeathPos:GetComponent("RectTransform").localPosition = Vector3.zero
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if curDmg > maxDmg then
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this.guildDeathPos_State.sprite=Util.LoadSprite("r_hero_zhanlishangsheng_png")
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elseif curDmg < maxDmg then
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this.guildDeathPos_State.sprite=Util.LoadSprite("r_hero_zhanlixiajiang_png")
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end
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end
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end
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--公会副本
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function this.GuildTranscriptShow()
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if GuildTranscriptManager.damage then
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@ -16,8 +16,8 @@ function TrialRewardPopup:InitComponent()
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this.scroll=Util.GetGameObject(this.panel,"Scroll")
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pres[1]=Util.GetGameObject(this.panel,"Scroll/Pre")
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pres[2]=Util.GetGameObject(this.panel,"Scroll/Pre3")
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scrollView=SubUIManager.Open(SubUIConfig.ScrollCycleView,this.scroll.transform,pres[MonsterCampManager.preType], nil,
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pres[4]=Util.GetGameObject(this.panel,"Scroll/Pre4")
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scrollView = SubUIManager.Open(SubUIConfig.ScrollCycleView,this.scroll.transform,pres[MonsterCampManager.preType], nil,
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Vector2.New(this.scroll.transform.rect.width,this.scroll.transform.rect.height),1,1,Vector2.New(0,5))
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scrollView.gameObject:GetComponent("RectTransform").anchoredPosition= Vector2.New(0,0)
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scrollView.gameObject:GetComponent("RectTransform").anchorMin = Vector2.New(0.5, 0.5)
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@ -153,11 +153,11 @@ function this.SetScrollPre(root,data)
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end
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--设置每条数据
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function this.SetScrollPre(root,data)
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function this.SetScrollPre2(root,data)
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local info=Util.GetGameObject(root,"Title/Info"):GetComponent("Text")
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local grid=Util.GetGameObject(root,"Grid")
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local mask=Util.GetGameObject(root,"mask")
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info.text=data.info
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info.text = string.format("单场战斗伤害到达%s",data.otherData.Values[1][1])
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if not itemList[root] then
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itemList[root] = {}
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@ -170,7 +170,7 @@ function this.SetScrollPre(root,data)
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itemList[root][i] = SubUIManager.Open(SubUIConfig.ItemView,grid.transform)
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itemList[root][i].gameObject:SetActive(false)
|
||||
end
|
||||
itemList[root][i]:OnOpen(false, data.BoxReward[i], 0.9,false,false,false,sortingOrder)
|
||||
itemList[root][i]:OnOpen(false, data.otherData.Reward[i], 0.9,false,false,false,sortingOrder)
|
||||
itemList[root][i].gameObject:SetActive(true)
|
||||
end
|
||||
mask:SetActive(true)
|
||||
|
|
|
@ -29,11 +29,10 @@ function TaSuiLingXiao:BindEvent()
|
|||
Util.AddClick(self.btnFight,function()
|
||||
--开始战斗
|
||||
NetManager.TasuilingxiaoRequest(self.actData.activityId,function(msg)
|
||||
CommonActPageManager.TaSuiLingXiaoMsg = msg
|
||||
local fightData = BattleManager.GetBattleServerData(msg,0)
|
||||
UIManager.OpenPanel(UIName.BattlePanel, fightData, BATTLE_TYPE.XINJIANG,function ()
|
||||
UIManager.OpenPanel(UIName.RewardItemPopup, msg.drop, 1,function ()
|
||||
self:Refresh()
|
||||
end)
|
||||
UIManager.OpenPanel(UIName.BattlePanel, fightData, BATTLE_TYPE.TASUILINGXIAO,function ()
|
||||
self:Refresh()
|
||||
end)
|
||||
end)
|
||||
end)
|
||||
|
@ -41,7 +40,8 @@ function TaSuiLingXiao:BindEvent()
|
|||
UIManager.OpenPanel(UIName.FormationPanelV2, FORMATION_TYPE.SAVE_FORMATION)
|
||||
end)
|
||||
Util.AddClick(self.btnReward, function()
|
||||
UIManager.OpenPanel(UIName.TrialRewardPopup,self.actData.otherData,nil,4)
|
||||
MonsterCampManager.preType = 4
|
||||
UIManager.OpenPanel(UIName.TrialRewardPopup,self.actData.rewards,nil,4)
|
||||
end)
|
||||
Util.AddClick(self.btnBack, function()
|
||||
self:ClosePanel()
|
||||
|
@ -115,7 +115,6 @@ function TaSuiLingXiao:ShowSkillList()
|
|||
ForceRebuildLayout(self.scrollItem.transform)
|
||||
local curSkillData = {}
|
||||
curSkillData.skillConfig = skillData
|
||||
LogPink(self.itemList[i].gameObject:GetComponent("RectTransform").localPosition.y)
|
||||
local pos = Vector2.New(0,self.itemList[i].gameObject:GetComponent("RectTransform").localPosition.y + self.scrollItem:GetComponent("RectTransform").localPosition.y)
|
||||
Util.AddOnceClick(self.itemList[i], function()
|
||||
local maxLv= HeroManager.GetHeroSkillMaxLevel(self.configData.HeroId,skillData.Type)
|
||||
|
|
Loading…
Reference in New Issue